Transport Fever 2

Transport Fever 2

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Oddible Dec 22, 2019 @ 7:15pm
Do tunnels / bridges cost more maintenance than a surface track?
Wanting to know if there is a disadvantage long term in a tunnel or a bridge or if it just the construction cost.
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AirToob Jun 3, 2020 @ 7:21am 
Originally posted by Tarazed:
Originally posted by Vimpster:
Haven't timed it. But I think there is roughly about 2 maintenance ticks per month on default calendar speed. Basically whenever you see the red numbers rising on the screen.

It's every 60 seconds game time, so 30 days at default calendar speed.

It is defined in .\Transport Fever 2\res\config\base_config.lua:-
game.config.chargeMaintenanceInterval = 60
Thanks!

I'm interested in relating 'tick' to a fiscal year, since that's what other statistics use, and isn't dependent on how fast you are moving through history (if at all).

Running the game at 1* speed makes the 'ticks' come once a minute, as you say, or running at 4* speed makes the 'ticks' come 4* faster (once per 15 seconds) but the orange numbers that flash up in either case are naturally the same.

So there are always just over 12 ticks per fiscal year, if I have this right, since a fiscal year is 730 seconds (just over 12 minutes) of playing time at 1* playing speed.

Hope this is right so far...

I am trying to keep track of maintenance costs for roads and rail from the Finances sheet, each column of which I believe represents a fiscal year (whatever the history advance speed and whatever the column heading indicates).

The question I have now is: what is included in "maintenance infrastructure", as distinct from "maintenance roads/tracks"?

In which category, for instance, is a rail tunnel or a road tunnel included?

What else if anything falls under 'maintenance infrastructure'?
Last edited by AirToob; Jun 3, 2020 @ 7:22am
Tarazed Jun 3, 2020 @ 11:50am 
Originally posted by AirToob:
Hope this is right so far...
You have it! Speeding up the game with the fast forward buttons, just makes everything happen 2 or 4 times as fast in real time. That's why I referred to game time and not real time.
Originally posted by AirToob:
I am trying to keep track of maintenance costs for roads and rail from the Finances sheet, each column of which I believe represents a fiscal year (whatever the history advance speed and whatever the column heading indicates).

The question I have now is: what is included in "maintenance infrastructure", as distinct from "maintenance roads/tracks"?

In which category, for instance, is a rail tunnel or a road tunnel included?

What else if anything falls under 'maintenance infrastructure'?

Tunnels and bridges are still road or rail, so they come under roads or tracks.

Infrastructure comprises your rail stations, road stations, airfields, harbors, bus/tram stops, truck unload stops, depots (incl shipyards), signals and waypoints.

When maintenance is charged, if you see the maintenance cost as a red number and it isn't a vehicle, then it's infrastructure.
T3kx Jun 3, 2020 @ 4:20pm 
And there I tough I was weird, limit compulsive, trying to understand/master the fundamentals of (most) game mechanics xD
GeEks! :P
genemead Jun 3, 2020 @ 6:04pm 
Just watch the little red numbers, that will answer a lot off your questions.
AirToob Jun 7, 2020 @ 10:54pm 
Learnt a lot here, and discovered that some things I had been assuming were quite wrong.

I checked out the finances for two games. One was the game I had to abandon because it suddenly became too jerky to play (the one described in the performance section of my guide).

The other one was less ambitious, 10 towns spread out on a large 1:1 tropical map, 9 towns connected.

Both games have rail bridges and rail tunnels, including a very long rail tunnel in the big game, and some road bridges and road tunnels.

In both games, all rail tracks going through tunnels or across bridges are dual-track.

Short version: maintenance of tracks, roads and infrastructure is peanuts compared to running costs (maintenance costs) of the vehicles. If it saves time on a route, I will always now build tunnels or bridges without even thinking about it,

Maintenance of roads (includes bridges and tunnels) is around 1% of vehicle running costs.

Maintenance of tracks (includes bridges and tunnels) is around 2-3% of vehicle running costs.

Maintenance of road infrastructure is around 3-4% of vehicle running costs.

Maintenance of rail infrastructure is around 1-2% of vehicle running costs.

Vehicles run almost entirely with high maintenance, if I ran with default normal maintenance these percentages would be somewhat higher because vehicle running costs would be somewhat lower, but it makes very little difference with percentages this low.

The following isn't relevant to this discussion, but might be useful anyway:

Maintenance of ship infrastructure is quite variable. In the big game, which uses water transport extensively for passengers and cargo, with several lines sharing one harbour, maintenance of ship infrastructure was around 5% of vehicle running costs.

In the small game, with only a few ships and only one line per harbour, maintenance of ship infrastructure was around 22% of vehicle running costs.

Only the large game has air transport, with only one line per airport. Maintenance of air infrastructure is around 23% of vehicle running costs (would be 29% if I ran aircraft with default maintenance instead of high maintenance). Would be less if one airport served several routes.

One bizarre fact emerged: because of TF2's unreal scaling of distances and time, a typical rail journey can take just over 3 "fiscal months", with just over 3 trips per "fiscal year". Imagine spending over 3 months to get to work...
Last edited by AirToob; Jun 7, 2020 @ 11:16pm
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Date Posted: Dec 22, 2019 @ 7:15pm
Posts: 20